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author | Teravus Ovares | 2009-01-25 04:34:00 +0000 |
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committer | Teravus Ovares | 2009-01-25 04:34:00 +0000 |
commit | 76206543e83661bbf04ee046b10b27736c589c81 (patch) | |
tree | 0379cb3411bfea0e8348092de8d4d50f30fb9934 /OpenSim/Region/Environment/Modules | |
parent | Update svn properties. (diff) | |
download | opensim-SC-76206543e83661bbf04ee046b10b27736c589c81.zip opensim-SC-76206543e83661bbf04ee046b10b27736c589c81.tar.gz opensim-SC-76206543e83661bbf04ee046b10b27736c589c81.tar.bz2 opensim-SC-76206543e83661bbf04ee046b10b27736c589c81.tar.xz |
* Adds console command, 'predecode-j2k <number of threads>' to load all of the texture assets from the scene and decode the j2k layer data to cache. The work is split between the number of threads you specify. A good number of threads value is the number of cores on your machine minus 1.
* Increases the number of ImageDataPackets we send per PriorityQueue pop and tweak it so that the number of packets is ( (2 * decode level) + 1 ) * 2, and (((2 * (5-decode level)) + 1) * 2). The first one sends more data for low quality textures, the second one sends more data for high quality textures.
Diffstat (limited to 'OpenSim/Region/Environment/Modules')
-rw-r--r-- | OpenSim/Region/Environment/Modules/Agent/TextureSender/J2KDecoderModule.cs | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/OpenSim/Region/Environment/Modules/Agent/TextureSender/J2KDecoderModule.cs b/OpenSim/Region/Environment/Modules/Agent/TextureSender/J2KDecoderModule.cs index 53e66fc..cf76ebc 100644 --- a/OpenSim/Region/Environment/Modules/Agent/TextureSender/J2KDecoderModule.cs +++ b/OpenSim/Region/Environment/Modules/Agent/TextureSender/J2KDecoderModule.cs | |||
@@ -236,7 +236,8 @@ namespace OpenSim.Region.Environment.Modules.Agent.TextureSender | |||
236 | // Cache Decoded layers | 236 | // Cache Decoded layers |
237 | lock (m_cacheddecode) | 237 | lock (m_cacheddecode) |
238 | { | 238 | { |
239 | m_cacheddecode.Add(AssetId, layers); | 239 | if (!m_cacheddecode.ContainsKey(AssetId)) |
240 | m_cacheddecode.Add(AssetId, layers); | ||
240 | 241 | ||
241 | } | 242 | } |
242 | 243 | ||